local Chrono_table = require 'maps.chronosphere.table'
local Raffle = require 'maps.chronosphere.raffles'
local Public = {}
local simplex_noise = require 'utils.simplex_noise'.d2
local math_random = math.random
local math_floor = math.floor
local math_ceil = math.ceil

local function draw_noise_ore_patch(position, name, surface, radius, richness, mixed)
    if not position then
        return
    end
    if not name then
        return
    end
    if not surface then
        return
    end
    if not radius then
        return
    end
    if not richness then
        return
    end
    local noise
    local seed = surface.map_gen_settings.seed
    local richness_part = richness / radius
    for y = radius * -3, radius * 3, 1 do
        for x = radius * -3, radius * 3, 1 do
            local pos = {x = x + position.x + 0.5, y = y + position.y + 0.5}
            local noise_1 = simplex_noise(pos.x * 0.0125, pos.y * 0.0125, seed)
            local noise_2 = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed + 25000)
            noise = noise_1 + noise_2 * 0.12
            local distance_to_center = math.sqrt(x ^ 2 + y ^ 2)
            local a = richness - richness_part * distance_to_center
            if distance_to_center < radius - math.abs(noise * radius * 0.85) and a > 1 then
                if mixed then
                    noise =
                        simplex_noise(pos.x * 0.005, pos.y * 0.005, seed) + simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) * 0.3 +
                        simplex_noise(pos.x * 0.05, pos.y * 0.05, seed) * 0.2
                    local i = (math_floor(noise * 100) % 7) + 1
                    name = Raffle.ores[i]
                end
                local entity = {name = name, position = pos, amount = a}

                local preexisting_ores = surface.find_entities_filtered {area = {{pos.x - 0.025, pos.y - 0.025}, {pos.x + 0.025, pos.y + 0.025}}, type = 'resource'}

                if #preexisting_ores >= 1 then
                    surface.create_entity(entity)
                else
                    pos = surface.find_non_colliding_position(name, pos, 64, 1, true)
                    if not pos then
                        return
                    end
                    if surface.can_place_entity(entity) then
                        surface.create_entity(entity)
                    end
                end
            end
        end
    end
end

local function get_size_of_ore(ore, world)
    local base_size = math_random(5, 10) + math_floor(world.ores.factor * 4)
    local final_size
    if world.variant.fe > 4 and ore == 'iron-ore' then
        final_size = math_floor(base_size * 1.5)
    elseif world.variant.cu > 4 and ore == 'copper-ore' then
        final_size = math_floor(base_size * 1.5)
    elseif world.variant.s > 4 and ore == 'stone' then
        final_size = math_floor(base_size * 1.5)
    elseif world.variant.c > 4 and ore == 'coal' then
        final_size = math_floor(base_size * 1.5)
    elseif world.variant.u > 4 and ore == 'uranium-ore' then
        final_size = math_floor(base_size * 1.5)
    elseif world.id == 1 and world.variant.id == 9 then --mixed ores
        final_size = base_size
    else
        final_size = math_floor(base_size / 2)
    end
    return final_size
end

local function get_oil_amount(oil_w, richness)
    local objective = Chrono_table.get_table()
    local hundred_percent = 300000
    return math_ceil((hundred_percent / 50) * (3 + objective.chronojumps) * oil_w * richness)
end

local function spawn_ore_vein(surface, pos, world, extrasize)
    local objective = Chrono_table.get_table()
    local mixed = false
    if world.id == 1 and world.variant.id == 9 then
        mixed = true
    end --mixed ores
    local richness = math_random(50 + 10 * objective.chronojumps, 100 + 10 * objective.chronojumps) * world.ores.factor
    if world.id == 16 then
        richness = richness * 10
    end --hedge maze
    local iron = {w = world.variant.fe, t = world.variant.fe}
    local copper = {w = world.variant.cu, t = iron.t + world.variant.cu}
    local stone = {w = world.variant.s, t = copper.t + world.variant.s}
    local coal = {w = world.variant.c, t = stone.t + world.variant.c}
    local uranium = {w = world.variant.u, t = coal.t + world.variant.u}
    local oil = {w = world.variant.o, t = uranium.t + world.variant.o}

    local roll = math_random(0, oil.t)
    if roll == 0 then
        return
    end
    local choice = nil
    if roll <= iron.t then
        choice = 'iron-ore'
    elseif roll <= copper.t then
        choice = 'copper-ore'
    elseif roll <= stone.t then
        choice = 'stone'
    elseif roll <= coal.t then
        choice = 'coal'
    elseif roll <= uranium.t then
        choice = 'uranium-ore'
    elseif roll <= oil.t then
        choice = 'crude-oil'
    end

    --if surface.can_place_entity({name = choice, position = pos, amount = 1}) then
    if choice == 'crude-oil' then
        local amount = get_oil_amount(oil.w, world.ores.factor)
        if extrasize then
            amount = amount * 2
        end
        surface.create_entity({name = 'crude-oil', position = pos, amount = amount})
    else
        local size = get_size_of_ore(choice, world)
        if extrasize then
            size = size * 2
        end
        draw_noise_ore_patch(pos, choice, surface, size, richness * 0.75, mixed)
    end
    --end
end

function Public.prospect_ores(entity, surface, pos)
    local objective = Chrono_table.get_table()
    local world = objective.world
    local chance = 15
    local extrasize = false
    if entity then
        if entity.name == 'rock-huge' then
            chance = 45
        end
        if entity.type == 'unit-spawner' then
            chance = 45
        end
        if world.id == 1 and (world.variant.id == 10 or world.variant.id == 11) then
            chance = chance + 30
        elseif world.id == 5 then
            chance = chance - 15
        end
        if math_random(chance + math_floor(20 * world.ores.factor), 100 + chance) >= 100 then
            spawn_ore_vein(surface, pos, world, extrasize)
        end
    else
        extrasize = true
        spawn_ore_vein(surface, pos, world, extrasize)
    end
end

return Public
